Sunday, March 25, 2012

This is my old entries for the 25-line ActionScript competition held by Keith Peters in 2008. Nearly three years has passed, how fast the time flies! They were originally written as timeline code within 25 lines, I tidied them up and here they are:

Friday, March 23, 2012

MineCraft will be open source someday in the future (http://www.minecraft.net/about.jsp):
"Once sales start dying and a minimum time has passed, I will release the game source code as some kind of open source. I'm not very happy with the draconian nature of (L)GPL, nor do I believe the other licenses have much merit other than to boost the egos of the original authors, so I might just possibly release it all as public domain. "

Finally, this one is not open source, but you can't miss it!http://ace-spades.com/http://buildandshoot.com/(based on voxlap engine)
"It's the best bits of Minecraft crossed with the fast-paced shooter gameplay of Team Fortress."
Features: Dynamic lighting, 32 players battling, CTF or Territory Control game modes
License: Closed Source
Language: C/C++

HaXeNME (http://www.haxenme.org) is an open source, cross platform haxe lib for developing games using a Flash like api. Just try it if you don't know it. If you hope to write once and compile to flash/html5/cpp/ios..., HaXeNME should be your first choice. I never tried to use mochiads with haxenme, though I know it is totally possible. Since some one PMed me for this topic, I did a quick research and want to share it here as a reminder for future reference.

Note: this is not a detailed step-by-step tutorial for newbies, just a reminder. I assume you have some experience of developing with HaXeNME using FlashDevelop (http://www.flashdevelop.org). However, if you have problems, feel free to post it here below.

The general steps for using mochiads with HaXeNME:

1. Download mochi api source code and compile all the AS3 source files into a "mochi.swc", unzip the swc file, rename the "library.swf" to "mochi.swf".